Introduction
What is “Whole Body Interaction”: The integrated capture and processing of human signals from physical to generate feedback for interaction in a digital environment
Challenges
1.Design for Whole Body Interaction
2.Engineering of Interaction
3.Research Philosophy
1.Design for whole body interaction: In the past we use our bodies to do things such as walking, lifting. Nowadays technology are evolved, we can use our bodies to interact with the electronic device.
Start with the premise that all aspects of the human user are involved in interaction and elements removed are not required. Next, specify how elements are integrated. The interaction design with the individual elements will be expanded. The design process would be iterative for discovering more information about the users. For the example of
- Multi-user air guitar: We are able to play(control) guitar by standing in front of the camera without using the real guitar. User can use floor pads to produce effects by changing the pressure of the pads. Optical flow will measure the speed of hands across the string to produce musical notes.
12.Engineering of Interaction For the example of
- Wiimote from Nintendo or the Microsoft Kinect to use in non-gaming domains.we need at least four points of reference on the body whether from sensors or cameras. We also require the processing and feedback of signals to be in real time.
3.Research Philosophy: Human Computer Interaction is a multidisciplinary subject. Much of the work in Whole Body Interaction takes place in cross-disciplinary contexts.Whole Body Interaction is in one sense a reaction to that fragmentation and attempts to bring us back to the user as central in our design and research thinking. We need to raise questions about our research philosophy and methods.
- Motion capture: the process of recording the movement of objects or people. It is used in military, entertainment, sports, and medical applications, and for validation of computer vision and robotics. In filmmaking and video game development, it refers to recording actions of human actors, and using that information to animate digital character models in 2D or 3D computer animation.
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- Physical interaction
Whole Body Interaction in Abstract Domains
- Conceptual Metaphor Theory posits that human capabilities for dealing with abstract concepts are always grounded in a small core of universal sensory-motor abilities, together with their associated low-level inferencing capabilities. Conceptual metaphors can be applied in two different ways: as grounding metaphors, and in conceptual blends
Grounding metaphors enable the simplest abstractions to be grounded directly in physical experience
Conceptual blending works by allowing two or more conceptual metaphors to be used to create new expanded or composite metaphors by processes of composition, completion and elaboration
- A Complex Abstract Domain: Tonal Harmony
Tonal Harmony concerns the organisation of multiple simultaneous pitch sources, for example, two or more singers, or instrumentalists, playing independent but coordinated melodic lines. To see how this relates to whole body interaction and conceptual metaphor, it will help to briefly consider two related theoretical perspectives, namely Sensory Motor Contingency Theory and Dalcroze Eurhythmics
Sensory Motor Contingency Theory: Sensory motor contingency theory shows that in order to learn to organize. And respond appropriately to sensory input in a new domain or context in which it is. Important that the actions of one motor with the power to affect . Relationships observed in domains in that situation. There are a variety of specific types of reviews and . Experience is the lack of ability to be treated to failure of development principles. Trained singer And play audio out only once. May be able to work together musically . May be due to lack of experience in controlling its use.
Lessons from Dalcroze Eurhythmics: Dalcroze Eurhythmics, applies to musical rhythm rather than harmony, but shares key issues with tonal harmony. In order to encourage competency in enacting rhythms, particularly ones involving multiple streams, Dalcroze invented a system of rhythmic ‘gymnastics’ or ‘eurhythmics’. We propose that these insights from Dalcroze Eurhythmics can be applied fairly straightforwardly in principle to tonal harmony.
- Harmony Space – A System for Exploring Tonal Harmony
Harmony Space is an interactive digital music representation system designed to give beginners and experts insight into a wide range of musical tasks ranging from performance and analysis to composition. When combined with whole-body interaction to create the Song Walker version , Harmony Space allows users to enact complex harmonic phenomena physically via mappings between (a) bodily movement and (b) conceptual metaphors and blends for musicalabstractions.
- Conceptual Metaphors and Blends in Harmony Space
Harmony Space exploits a set of conceptual metaphors that link concepts in tonal harmony to spatial concepts. Harmony Space in a combined technical, and cultural process in three stages, as follows.
1.Harmony Space introduces and embodies a set of metaphorical blends in whichthe basic conceptual metaphor of pitch interacts with itself in a series of layers.
2.The interactive digital nature of the tool facilitates the visual plotting of diverse music from the repertoire in spatial terms. This process affords reflection by interested users and music analysts on the emerging patterns and their musical meaning.
3.From the above technical and cultural process, new ways of discussing the technicalities of harmonic phenomena have emerged using a spatial, movement-based vocabulary as an alternative and complement to symbolic technical terms.
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Whole Body Large Display Interfaces for Users and Designers
Ever since the introduction of the mouse and the WIMP (windows, icons, menus,pointers) model of human computer interaction, users have been required to use computers in the same consistent manner, regardless of the task at hand. Work and interaction in the physical world is much more flexible, fluid, and dynamic than work that is constrained by the limitations of a traditional desktop computing system.
Large display devices offer benefits for interaction. The form factors of such displays mimic the properties of large physical work surfaces, such as whiteboards and tables. As with whiteboards and tables, large displays can foster collaboration and support tasks such as brainstorming and casual data reference.
From a designer’s viewpoint, body-centered interaction eases development, and helps the designer keep the user central to the design process. We examine both of these viewpoints, with a particular emphasis on interaction techniques for large displays.
- Large Surfaces and Large Displays
Large physical surfaces play an important role in supporting everyday tasks. As such, they ought to be a critical component of the whole workspace “toolbox”. Whiteboards and tack-boards are widespread in homes and offices, and play quite different roles from desks, due to their vertical orientation.
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- Body-Centered Interaction
There is a rich history of work investigating the relationships between human bodies and virtual interaction techniques, both within and outside of the research community. Artists have often been at the forefront of this exploration. A very early example of this is the VIDEOPLACE project by Krueger et al., which made use of a shadow embodiment of the user to mediate interaction.
5Why Body-Centered Interaction
•Display surfaces scattered about the room.
•Easy reach of the hands instead mouse or laser pointers.
- Interaction Spaces: It is believed that interaction in personal and peripersonal space is more optimized than interaction in extrapersonal space, because most of our real world interaction experience is inside the bounds of peripersonal space.
Personal space: Occupied by the body
Peripersonal space: Region within easy reach of the hands
Extrapersonal space: Whatever lies beyond peripersonal space
- Social Conventions
One important aspect of social interaction is the notion of private space, as described by Felipe and Sommer. Private space is the region around a person’s body outside of which they attempt to keep other people during normal interaction. As described by Sundstrom and Altman, private space is more complex than simple private/non-private, and changes fluidly depending on the situation.
For example, a system could use proximity information to determine when different users transition between close collaboration and independent work.
- Example Interaction Techniques
Based on our knowledge of interaction spaces, and the scale of interaction for large displays, we have developed techniques in which users interact with the display through a virtual shadow proxy.
Body-based tools: allows users to select interaction modes by reaching to predefined body locations. This approach relies on the power of proprioception, making mode selection a personal operation, and thus avoiding the need for public tool bars and menus that clutter the workspace.
Sharing protocols: in which real-world physical actions result in the copying of virtual data between users’ personal data stores. The protocols involve users directly handing virtual content to one another.This incorporates common social conventions directly into the process of sharing digital data.
- Body-Centered APIs
Application programming interfaces (APIs) allow developers to create software applications without requiring knowledge of the low-level details. It follows then that body-centric development should be supported through the use of a body-centric API, or BAPI. A properly designed BAPI allows developers to query the state of users, including the locations and limb poses of individual users, and relationship between users and devices, displays, and each other using a single model of the entire scene.
Capacitive Sensors for Whole Body Interaction
Capacitive sensor: measure changes in capacitance between a sensor antenna and its surrounding. Capacitive sensors offer a cheap, robust, and flexible way of prototyping and implementing sensor systems for Whole Body Interaction.
Three different capacitive sensing techniques: loading mode, transmit mode, and shunt mode.
- Related Work
Probably the first use of capacitive sensors for primitive Whole Body Interaction was in 1907. German physician Max Cremer put a living frog between two capacitor plates. By measuring capacitance changes he could observe the frog’s heartbeat.
In 1919 Leonid Termen presented the Theremin, a musical instrument using two capacitive sensing antennas for controlling pitch and volume of a tone . The Theremin is played by hand movement near each antenna. Termen used the same sensing principle for tracking body movement Recently, capacitive sensors have been used in a variety of human–computer interfaces. Rekimoto determined hand poses by capturing the wrist shape using a wrist band containing capacitive sensors.
Taylor and Bove equipped a baseball with a capacitive sensor matrix which allows to determine how the ball is being held.
Valtonen et al. track users by equipping floor tiles with capacitive sensors. By embedding sensors into furniture, one can unobtrusively capture everyday actions.
- Game Controllers Built from Capacitive Sensors
The games’ concepts and graphics were kept very simple in order to reduce confounding variables and provide a coherent feel across the three games.
MoveBall: A computer screen showed a 2D, top-view arena with a randomly placed ball and a randomly placed hole. By approaching one of the sensors with the hand, the user could move the ball in one of the four directions. In each round it was counted how many times the user could move the ball into the hole within 1 min.
HitBall: The user stood on a large sensor plate. Two antennas were placed at arms length to his/her left and right. A red circle appeared randomly at the top, left, or right edge of the screen. Depending on its position the user had to reach out towards the left or right antenna, or jump. In each round it was counted how many times the user “hit” the correct target.
WalkBall: The goal was the same as with MoveBall. The user could move the ball forward by walking in place. the user could change the ball’s direction. In each round it was counted how many times the user could move the ball into the hole within 1 min.
Conclusion
Due to some unique properties, capacitive sensors are especially suited for Whole Body Interfaces, especially for game controllers: Robust hardware, Flexible placement and layout, Friendly but challenging behavior.
Group Member
Nuttida 54270613
Praewpun 54270662
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